First thing to use is going inside a
Compo
Composite 2D Layer, Shape layer and 3D Layer together. [Ctrl] + [Shift] + [N] to create a new composition after opening Smode
Read More
advanced parameters.
Inside quality part of the composition parameters, uncheck "automatic", then you got here the multi-sampling and pixel Type parameters.
- Multi-sampling can help you improve quality of a composition containing 3D object. Effective until a value of 8, going above is a waste of performances. You can complete this effect with the
Anti Aliasing
FXAA post effect
Read More
.
- Pixel Type will help you changing pixel depth (8/16/32 bits). This will be very useful to have more precise gradients but especially to have a nicer displacement from a displacement map with a
Displace
Move each pixel in a direction given a distortion map
Read More
.
If your displacement map is only an image (and so you don't have access to theses parameters) another way to transform a 8bit image into a 16bit one is just to add a
Legacy Blur
Blur the image
Read More
and turn it's pixel type to 16bits (or higher):
In terms of particles. If you see theses ugly artifacts due to bad alpha pre-multiplying:
...then just go inside of the sprite points renderers and either uncheck the depth buffer test and write (faster) or activate the depth sorting of the particles (slower but beautiful)